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Rainbow Six Siege - Complete Amaru Character Guide

Written by Goo   /   Mar 17, 2020    


Guide to Amaru



Preface



Hello quarantined gamers, and welcome to my serious guide to Amaru.

To kick things off, I've put together a short clip-movie with some Amaru stuff, to give the guide a little more funk. Get em:



So yeah! In this guide I'm going to teach you how to use Amaru to her fullest extent and even though she is for sure a gambler's pick, she's quite fun to use when you get away with silly stuff like what you've seen in the video.

Consider she's not meant to be actually put into a competitive draft, and what she brings to the table isn't really "utility", but in a more casual environment, or in a really weird pocket strategy, she can be not-useless, which is quite a leap from her normal status.

The guide is going to be very much to the point and I will be dividing everything into 5 basic tips to keep in mind:

  • Know your maps.
  • Know your strengths.
  • Know your routes.
  • Know your tools.
  • Be bold.

Know Your Maps (and when to Play Amaru)



We all know Amaru is what people would call a "situational operator", which is fancy-talk for an operator that is literally useless sometimes. The key with these operators is to know what makes the situation to pick them, ideal.

So listen up

Amaru works best on large maps, maps with secluded windows, and maps with lots of windows, hatches, and so on; obviously. These will give you more options of entry, exit, and transit.

Some maps have one or more specific gimmicks you can take advantage of, skylights, windows that normally couldn’t be accessed, etc.

In my experience, Amaru’s best maps are along the lines of Consulate, Bank, Villa, etc. Mostly traditional “boxy” maps with tons of windows and ways to enter and leave the building.



She’s worse on maps with harder access or that have barely any direct exterior windows (due to catwalks and the like); for example Skyscraper, Border. Fortress



And she absolutely sucks at maps with the least amount of mobility options, such as Plane, Tower, and Yacht. Those are a no-go.



There’s also a handful of maps where she really isn’t stellar, but there’s like one or two gimmick options you can go for and surprise the enemy team once in a while. Maps like Chalet, Hereford and Villa.



And finally, there’s some maps that look like they should be alright as Amaru, but end up being problematic. Like Kafe or House. The problem with these is that even though there are plenty of entry points and the like, windows and areas are very exposed to many lines of sight, and their size and layout allow for sound to travel easily between rooms, making the noise your grapple makes very easy to make out and pin-down. To get away with a grapple in on these maps the enemies have to really not be paying attention. That or its later on the round and there's less defenders remaining, at which point Amaru's mobility becomes much stronger.



Know Your Strengths (Amaru's Best Features)



As Amaru, your best features are all related to mobility. How you can get places faster, and how you be in places no attacker should be. There’s no need to really surprise enemies with how you move around the map, but you should definitely take advantage of being able to be “in the wrong place”.

The first way to do this is to jump inside the building very early on

Start sweeping the interior for roamers setting up around you. At the very start of the round, as long as your entry isn’t loud and called out, defenders should not expect you in the places you enter, meaning you’d quite often find them sprinting from one point to the other in the map trying to get into position and you’ll run into them and get yourself a decently easy kill.

What you need to learn and practice are which windows and entryways are the most clear most of the time, and when you’re entering more "hot rooms", to drone them beforehand.

For example, in my experience, when attacking Consulate, spawning side-entrance and zipping through lounge is very effective, as it’s not at all an area defenders are watching for during the first 20 seconds of a round. And you’ll see me time and time again get away with aggressive entries through that same window. In the video at the start of the guide you can see I got 2 aces by entering through copy machine window in two different matches. Given those aren't ranked matches or anything but still it is pretty remarkable for an Amaru rush.

Another way of getting into weird spots is by utilizing fast entries unique to Amaru

Non-rappellable windows, or windows that nobody would rappel due to them being too dangerous or easy to get run out from, you can use to your advantage. Earlier I mentioned Chalet, as it is the map where Amaru has the most unique rappellable windows. Such as trophy, fireplace, bathroom, master bedroom, library, these are all rooms you can get into without having to climb one of the vertical ladders like other attackers. This is what I mean by "Gimmicks", leaving through skylights and other Amaru-only transit routes are sometimes exactly what you need to pull off a sick play.

A third and final way of being unexpected is by entering dead-end areas

Defenders will rarely expect people in dead-end areas, as an attacker getting into them would mean they pin themselves down. However as Amaru you’re able to leave many of these dead-ends using hatches.

Examples of these kinds of dead ends are Coastline Penthouse bathroom, Fortress Hookah lounge, Bank’s elevator. The idea is that you drop in fearlessly, kill some clueless dude and then leave as they call you out. Defenders don't expect an attacker to drop into penthouse bathroom in the first 30 seconds of the round, in fact often they're still setting some stuff up at that point, and you can get in and unlike other attackers, get out without leaving the bathroom. Underrated perk of the Garra Hook.

Know Your Routes (Entry, Exit & Transit)



  • Entry is what you’d expect, places that Amaru can use to get inside the building faster, or in a different way than everyone else.
  • Exit involves her ability to leave a building or room faster or in a different way than everyone else.
  • Transit is moving between rooms in unique ways, to avoid enemy contact, flank people, or get a more advantageous position).



Entry tips

Reducing the total distance grappled drastically reduces the time it takes to enter a window, thus making it safer and less likely you get domed in the head as soon as you break in. You can see me do this consistently in the intro video; you wanna get as close to the wall as possible, so the angle is sharp and the distance is the shortest.

Also, breaking the barricade before grappling reduces the total amount of noise you’ll make when zipping in; the whole zipline-barricade break combination of sounds is very obvious and you should avoid it when possible.

Exit tips

After the defuser has been planted, repositioning is often a good choice; it will often provide you with the higher ground, or even just get you out of the danger zone, leaving defenders to waste time trying to figure out where exactly you are in the bombsite (meanwhile you’re not even in there).

In many maps you can exit through hatches and skylights using your hook. In others you can vault out and then using your hook to reposition. For the latter, it is recommended you learn which windows are at safe heights to jump out from, and that you practice breaking your fall by proning and unproning in midair.

Transit

Transit is a combination of both entry and exit. It basically takes the whole map’s verticality into account. What are some ways that you can go from Room A to Room C without going through Room B; you can use other floors, or you can use the exterior. Get creative.

Know Your Tools (Weapons, Equipment)



As far as loadouts go, I’m partial to the vertical grip and ACOG LMG along the secondary shotgun, and stun grenades. However, using Angled grip and a Holo is also a good idea. It kinda just boils down to how you personally play.



Back when Amaru was first introduced I actually played with the Supernova and SMG-11; but I’ve since stopped due to the recent ADS changes that have made the SMG a little less reliable as an attacker as a push-forward combat gun. Also, since the novelty of her hook settled, going up and down hatches and actually relying on that sort of vertical mobility has gone down a lot (making taking a shotgun less vital in my personal opinion).

Taking both the LMG and the SMG seems like a bad idea, as it leaves you without a tool to open hatches, however if your plan is to entry-frag and net early kills you may find it a viable alternative, particularly with how strong the Smg-11 is at short ranges. Not all maps have good hatches for Amaru to use, so it isn’t necessarily the biggest of losses, give it a shot.

Be Bold (Just Go for the Play)



Amaru relies on advantageous positioning to actually get stuff done, and sometimes in order to get proper positioning and frag defenders, you’re going to have to just, be bold and go for a play.

If you watched the video at the start of the guide, you'll notice how it'll seem I'm being extra reckless with which windows I go for when I rappel into the building, or when I drop or climb hatches with no intel. At those points I actually do have some idea of what rooms are clear and which aren't, because I drone roughly all defender "hot-spots" and also sound-w.h.o.r.e. with the drone around the room I'm about to jump into.

But a larger part of it is just going for it, with some lacking intel. It comes down to just risk-reward.


Written by Goo.